How Long Is a Fortnite Match?

How Long is A Fortnite Match
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In today’s world, we’re surrounded by shorter content that gets us that dopamine high so that we can get it all over again once we change the channel, so to speak, to get another dopamine high all over again. Besides, the world is getting increasingly fast-paced, and we no longer have as much time to grind out our favorite games. With all these things considered, would you have the time to throw in a quick round of Fortnite, though? How long is a Fortnite match, exactly?

Numerous factors affect how long a Fortnite match is, but on average, you’ll have to set aside an average of 20 minutes for a single game of Fortnite. Of course, this is the time it’ll take you to end the match if you plan on winning or at least want to get close to winning.

So how is one Fortnite match conceived, and is there any way that a match might last longer than that? What was the longest Fortnite match ever, and is there a limit to how long a match can last? Let’s find the answers to these and many other questions in the rest of this article.

The longest Fortnite match

We must mention a few notable matches before getting into the longest Fortnite match in history. In 2020, a new record for the longest Fortnite match was set. It was made by Lazarbeam, an Australian Youtuber and professional gamer who played a match of Fortnite that lasted 1 hour, 15 minutes, and 39 seconds.

After the record was set, the X2Twins beat it quickly, but only by 2 minutes. The record was broken once more shortly after by Creamy and Lachlan, which made the X2Twins try and beat the record again. The record to beat was 10 minutes longer than their first set world record. Crazy enough, they beat the record again by over 30 minutes.

In total, the twins were in a single Fortnite match for 1 hour, 52 minutes, and 48 seconds and there is a chance that this record will never be broken again, but why is that?

Storm sickness

Storm sickness is a mechanic in Fortnite that gives players a debuff. It’s fairly simple to understand. When you enter a storm area, you will begin losing health until you enter a safe zone. The storm area grows and shrinks the playing area. Essentially, it forces the players to end the match early.

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There are 12 phases to the storm, but after the ninth circle, the storm no longer has a grace period nor a shrink time. The storm eye is the safe zone you can be in during the storm. So keeping in mind that eventually, the storm will kill all players in a match, how long will it take for the storm to completely close in and kill all players and end the match prematurely?

The Storm

Maximum Fortnite match duration limit

Well, every storm cycle has a grace period: the time it takes for the storm to start moving and closing in and a shrink time that decreases as you go through the storm cycles.

The storm forms 1 minute after the battle bus reaches its last stop. Let’s round it up and say that the battle bus reaches the last stop in 1 minute. In the first storm cycle, you have a 2-minute grace period and a 2-minute shrink time. The 2nd cycle has a 1-minute 30-second grace and shrink period; the third cycle has a 1-minute 45-second grace period and a 1-minute 30-second shrink period. The 5th, 6th, and 7th cycles all have a 1-minute grace and shrink period. Overall, the storm will completely close in without any storm eye to protect you in a little under 25 minutes. From then on, it’s just a matter of you surviving the storm, but that’s hardly likely.

So the duration limit depends on how fast the storm closes in. The storm duration and how fast it closes in can change as new versions are released. For example, in previous versions, the storm only had nine cycles, and the first cycle grace period was 3 minutes and 20 seconds. I won’t go into all the details, but the match duration will depend on the developers and how they think the game should be balanced regarding playtime.

The shortest Fortnite match

Funnily enough, the shortest Fortnite match lasted only 1 second. Of course, this can’t mean that the match was actually played. Instead, a player named GlitchKing, as his name would suggest, exploited an error that made him win the match after all the other players left.

Match length depends on skill level

This claim might frustrate some people, but that match length will indeed, individually, depend on skill level. Once you’re killed in Fortnite, you won’t respawn and continue playing like in Deathmatch game modes in other games. Once you’re dead, you’ll be presented with the score and your final placement. After that point, you leave the game, so for all you know, in your personal experience, a match can last 5 minutes.

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The better you are at the game, the higher the chance for you to finish first, which means you’ll play the entirety of the match. If not, you’ll play for a shorter amount of time.

Rumor: ‘Minecraft’ Coming to Xbox Series X/S via New Gen Upgrade

Minecraft new gen update
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Exciting rumor has started surfacing this week regarding the possibility that Minecraft will arrive on the newest gaming console, namely Xbox Series X/S, via what appears to be the new generation update. 

Nothing has been confirmed by Microsoft so far, and the only proof we have so far appears to be a screenshot posted to X by Andrew Marmo that shows what appears to be an Xbox Series rating for Minecraft on USK, aka Germany’s video games rating board.

Minecraft is so far available on a plethora of systems, it’s one of the most diverse and accessible games out there, but sadly the game lacks native support on the newest consoles, and considering the game’s age, it’s due time that it sees some upgrades in the technical department. 

Even though this update so far remains unconfirmed, there are plenty of reasons why fans should entertain and be overjoyed by the possibility of a new-gen update. 

Minecraft on Xbox Series X/S could provide much-needed graphics updates. Considering that the console is much more powerful than its predecessors, this opens the possibility of higher resolutions, smoother frame rates, and faster loading times. 

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The Xbox Series X/S features solid-state drives (SSDs) that significantly reduce loading times in games. This means that entering and exiting the game, as well as loading into different areas within the Minecraft world, can be much quicker and more seamless.

But most importantly, the new-gen update will ensure the longevity of the game in the years to come. As more and more players make the move to the newest console, it only makes sense for Minecraft to make the jump as well. The game is, after all, one of the biggest hits in the last few decades. 

There are no news regarding the possible PS5 version of the game.

Whether the rumors will turn out to be true is yet to be seen. Until we wait for any kind of confirmation, we can plunge ourselves into the newest update that was released only a few weeks priors, titled ‘The Trails & Tales.’ 

Villager Changes & Diamond Distribution Buffs Coming to Minecraft Snapshot 23W31A

Villager Changes Diamond Distribution Buffs Coming to Minecraft Snapshot 23W31A
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‘Trails & Tales’ Update for Minecraft was just recently released, and while the fans are enjoying the new items, mechanics, and features, the developers are already cooking up different ways to make gameplay more balanced and enjoyable. 

Minecraft just received a snapshot for version 1.20.2, and several important changes are scheduled to be incorporated into the game. One thing that seemed nonsensical in recent years was the fact that enchantments provided by Librarians seemed mostly random. This meant that a Librarian villager with a novice skill level could provide you with some of the rarest enchantments in the game. This is set to be changed. A new Feature Toggle will allow the players to change the way Librarians generate enchantments instead of relying on pure luck and random chance. The players will get the opportunity to “earn” the targeted enchantments. 

Librarian villager changes

With the villager Feature Toggle Librarians will sell different enchantments depending on their biome. The newly introduced special enchantments that are different across various biomes can only be purchased from a Master Librarian with a Full XP. This means that to collect all valuable enchantments, you will have to visit all biomes and work on your trades. Keep in mind that there are two secret biomes from which enchantments can be gathered that do not generate villages by default. You will have to build them yourself. 

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Not all enchantments are available for purchase from Librarians, no matter their biome. These enchantments have to be acquired through other means. The feature is, of course, optional, and if it sounds like too much grind for you, you can always leave it unactivated. 

Wandering Trader changes 

wandering trader with llama

Some players felt that Minecraft devs didn’t really hit the spot with the Wandering Trader since the villager was useless in the large scheme of things, often having a limited stock of items that were particularly useful to begin with but highly overpriced. With Wandering Trader Feature Toggle, this is set to be remedied. 

Wandering Trader will have a greater selection of goods available in larger amounts under more balanced prices. Perhaps the biggest change is the fact that Wandering Trader will be able to buy things from your instead of only peddling junk. 

Diamond generation changes 

Not the most drastic change in the Snapshot, but you will certainly notice it when you brave mining Deepslate layers of the Overworld. The devs boosted the Diamond generation in the Deepslate layers in order to facilitate and reward the exploration of the deepest parts of the world. How drastic the change is remains to be seen. 

Other changes…

Besides the three big changes, there are a ton of smaller but important changes coming your way. Curing a Zombie Villager grants a significant discount only on the first occasion, with no additional bonus for repeated curing. Barrier blocks can be waterlogged by players in Creative mode, but non-direct interactions like Dispensers can’t fill or empty them with water. Riding vehicles won’t allow players to crouch anymore, and the Chorus Flower no longer supports hanging or standing blocks.

You can read all additional technical changes included in the Snapshot on Minecraft.net

Here’s How to Summon Moving Arrows Aimed at Mobs in Minecraft

Summon moving arrows aimed at mobs Minecraft
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We all know that there are a ton of things you can do with commands in Minecraft, and they require a lot of game and, dare I say, programming knowledge to execute and to be able to work with them. To most, they are rocket science, but to a select few, they are a source of infinite power. You can use them to create fun mini-games, enhance your builds, and more. So, what if you, for example, wanted to summon moving arrows aimed at mobs in Minecraft? How would one do that?

Unfortunately, summoning moving arrows aimed at mobs in Minecraft is either impossible to do or requires a true expert to pull off. The only way I was able to pull it off was to enter this command into a repeating command block /execute as @e[type=zombie] at @s run summon minecraft:arrow ^ ^ ^1.0 {Motion:[0.0,0.0,0.0],Tags:["aimed_arrow"],CustomName:'[{"text":"Targeted Arrow"}]',UUIDLeast:1,UUIDMost:1,PersistenceRequired:1} which shoots the arrow in the general direction of the mob but never aims it at them and damages them.

Since there’s no easy way, or a way at all, to summon moving arrows aimed at mobs, throughout the rest of this article, I’ll aim to provide you with all the commands I tried to execute to solve the issue and explain every one by sectioning them. By the end of the article, you might find your own answer to the question.

Explaining the command

Since the command is pretty long, to perhaps try and make adjustments on your own, we need to make sure you understand the command completely. I’ll explain the command section by section:

/execute as – The execute command, as the name would suggest, executes commands but allows you to change who is executing it. The ‘as’ and what follows determines who is executing the command.

@e[type=minecraft:zombie] – the @e defines that an entity will be executing the command. Mobs are entities, so we further defined that only a zombie will execute the command. If you wanted to aim arrows at other mobs, you’d change the ‘minecraft:zombie’ part of the command.

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at @s – This portion of the command tells the game to execute the command at the location of the @e(in this case, zombie)

run summon minecraft:arrow ^ ^ ^1.0 – This is where it gets complicated. The first bit tells the game to summon an arrow at the specified location, while the second bit communicates where the relative position of the entity being targeted. The 1.0 bit will make the arrow shoot one block in front of the zombie. This is also the first part of why the command can’t shoot the zombie since the zombie’s position is ever-changing.

Tags:[“aimed_arrow”] – the tag specifies which type of arrow is used to target the specific entity. This is necessary if you want a chance to pull the command off.

CustomName:'[{“text”:”Targeted Arrow”}] and CustomNameVisible:1 – These two parts of the command are completely unnecessary. The first line gives each arrow summoned a name. In our case, when the command is executed, each arrow will be named ‘targeted arrow’. The second part makes the name of the arrow visible above it.

UUIDLeast:1,UUIDMost:1 – Every entity in the game has a unique identifier that helps the game recognize them. In the case of arrows, both Universally Unique Identifiers are set to 1, which tells the game that we’re talking about arrows. This part of the command helps separate each arrow summoned so that we can interact which each arrow separately if needed.

PersistenceRequired:1 – If persistence is set to one, this ensures that the arrow doesn’t despawn naturally, but rather, the player has full control over what will happen to it.

Arrow motion

Now that we removed the command let’s see what else is required for the command to work. Spawning an arrow using the above command will only spawn it; the arrow won’t have motion, so we need to add another set of commands to update its motion continuously. The command is:

/execute as @e[type=arrow,tag=aimed_arrow] at @s run data modify entity @s Motion set from entity @e[type=zombie,sort=nearest,limit=1] Pos[0]
/execute as @e[type=arrow,tag=aimed_arrow] at @s run data modify entity @s Motion[1] set from entity @e[type=zombie,sort=nearest,limit=1] Pos[1]
/execute as @e[type=arrow,tag=aimed_arrow] at @s run data modify entity @s Motion[2] set from entity @e[type=zombie,sort=nearest,limit=1] Pos[2]

The command will continuously update the arrow’s motion to appear like it’s moving. This command should be added to a repeating redstone circuit and typed into a command block.

Repeating command block and repeating redstone circuit Minecraft

Problems you might run into trying to make the command work

The most obvious problem is that the arrow will never shoot at the mob. Still, probably the biggest one is that the command does not specify which entity (in this case zombie) you want the arrow to shoot, which means that there will be a lot of lag since it’ll try and shoot every zombie currently in your loaded chunks.

The only way to fight this lag is to destroy the command block running it. I could also stop it by killing all zombies in my world and summoning one zombie.

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This means that the command might work in your custom world where you have no mob, only a specified amount of mobs in a certain area, but that’s me just being optimistic about the chances of this command working.

I also tried running this command.’execute as at @s run summon minecraft:arrow ^ ^ ^1 {Motion:[0.0,0.0,0.0],Tags:["moving_arrow"],Pickup:0b,Life:100s,Damage:2.0f,ShotFromCrossbow:1b,CustomPotionEffects:[{Id:"minecraft:instant_damage",Amplifier:0b,Duration:100}]}‘ but unfortunately, the command doesn’t work at all or works in random intervals. My guess with this command is that I didn’t manage to write it correctly, according to the 1.19.4 rules, which is where I was trying to make the command work.

What are your thoughts on this specific problem? Do you know where we went wrong and if making the command work is possible? Let us know in the comments.